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Around the Clock Darts Rules

Around the Clock darts rules are some of the simplest to learn and the most useful for improving accuracy, because every visit forces you to focus on a specific target. It?s a staple practice game in pubs, clubs and home boards, but it?s also played competitively with agreed variations on finishing. This guide from DartsStats.com explains the standard rules, common formats, and how to apply the game to training and (where offered) sensible betting markets, using clear examples and UK-friendly terminology.

What Is Around the Clock?

Around the Clock (sometimes called ?Round the Clock?) is a target-progression darts game. Instead of scoring points like 501, players must hit numbers in a fixed order?typically 1 through 20?before moving on to the next target. The simplicity is the appeal: it tests straight-line accuracy, concentration, and the ability to reset after misses.

You can play it:

  • Solo as a practice drill (track turns taken or darts thrown).
  • Head-to-head against one opponent.
  • In a group, taking turns in a set order.

Objective of the Game

The objective is to be the first player to complete the full sequence of targets. In the most common version, that means:

  • Hit 1, 2, 3 … up to 20 in order.
  • Optionally, finish on Bull (25 or 50) depending on house rules.

Unlike 501, you?re not trying to maximise points; you?re trying to complete tasks. That makes it ideal for building a repeatable throw and learning to aim at ?unfashionable? numbers you might avoid in matchplay.

Number Order Explained

The ?clock? element is the order around the board?s numbering system: the game uses the standard dartboard numbers 1 to 20 in numerical order, not in the physical order they appear on the board.

Standard sequence

  • Start at 1
  • Then 2
  • Continue up to 20
  • Optional: Bull to finish

What counts as ?hitting the number??

In the standard casual version, any segment of the correct number counts:

  • Single segment (e.g., S7)
  • Double ring (e.g., D7)
  • Treble ring (e.g., T7)

So if you?re on 7 and you hit D7 or T7, it still counts as hitting 7. (Some advanced variations restrict this?covered later.)

How Players Progress

Progression is turn-based. Each player throws three darts per turn (a ?visit?). You stay on your current target until you successfully hit it, then you advance to the next number.

Basic turn rules

  • You begin on 1.
  • If you hit your current number with any dart, you ?lock it in? and can aim at the next number with remaining darts in that same turn.
  • If you miss the current number with all three darts, you remain on that number for your next turn.

Example of progression in one visit

Player A is on 5:

  • Dart 1: misses 5
  • Dart 2: hits S5 (now progresses to 6)
  • Dart 3: hits D6 (now progresses to 7)

At the start of their next turn, Player A is on 7.

Optional rule: ?One number per turn?

Some groups use a training-focused restriction: even if you hit your target, you cannot move on until next turn. This slows the game down and increases repetition, but it?s less common in casual play.

Finishing Rules (Bull or No Bull)

The biggest rule difference between versions is how the game ends. There are two main options:

Option A: No Bull finish (most casual games)

You win when you successfully hit 20 (any segment). It?s straightforward and keeps game length predictable.

Option B: Bull finish (popular in clubs)

You must hit 20 and then finish by hitting the Bull area. It?s important to agree what counts as ?Bull? before you start:

  • Single Bull (outer bull, 25)
  • Double Bull (inner bull, 50)
  • Either Bull (25 or 50)

Why the Bull finish changes the game

Adding Bull introduces a pressure shot that many players find uncomfortable. It can produce comebacks because a player can reach Bull first but then spend several turns failing to land it while the opponent catches up.

Winning the Game

The winner is the first player to complete the required sequence under the agreed finish condition:

  • No Bull: first to hit 20 (any segment that counts).
  • With Bull: first to hit 20 and then the required Bull (25/50/either).

Handling ties and ?last dart? moments

Around the Clock rarely ?ties? because it?s sequential. However, in group play you may want a clear rule for simultaneous completion chances:

  • Standard: turn order stands?first player to finish on their own turn wins.
  • Fair-play alternative: if a player finishes, remaining players in that round still get their turn to try to match; if someone also finishes, play a one-number shootout (e.g., Bull only) to decide.

Common Variations

Because it?s a practice-friendly format, Around the Clock has loads of variations. The key is to agree rules before the first dart.

1) Doubles Around the Clock

You must hit the double of each number in order (D1 through D20, then usually Bull). This is excellent for finishing practice and is noticeably tougher.

2) Trebles Around the Clock

You must hit trebles in order (T1 through T20). This is advanced and can be frustrating for beginners, but it?s a strong accuracy drill for experienced players.

3) ?Three darts to move on? (fixed attempts)

Each number gets exactly one visit (three darts). Whether you hit or not, you move to the next number next turn. Winner is the player with the highest number reached after a set number of rounds, or the one who completes the sequence in the fewest misses.

4) Lives / Misses system

Players start with a set number of ?lives? (e.g., 5). Each turn you fail to hit your current number, you lose a life. Last player with a life remaining wins, or first to finish wins with lives as a tiebreak.

5) ?Straight in? / ?Double in? start

To raise difficulty, require the first number (usually 1) to be hit as:

  • Double in: must start with D1
  • Treble in: must start with T1 (very hard)

Beginner vs Advanced Rules

The smartest way to use Around the Clock is to match the rules to the player?s level. The goal is repetition with enough challenge to create improvement, not a format that drags on for ages.

Beginner-friendly rules (recommended)

  • Any segment counts (single/double/treble).
  • Finish on 20 (no Bull) for a shorter game.
  • Allow progression within a visit (hit 5, then aim at 6 with remaining darts).
  • Play to a ?best of 3? if you want a match feel without long legs.

Intermediate rules (skill-building)

  • Finish on either Bull (25 or 50).
  • Add a constraint for key numbers: e.g., doubles required on 16, 18, 20.
  • Record performance as darts thrown to finish and aim to reduce it week by week.

Advanced rules (pressure and precision)

  • Doubles Around the Clock (D1?D20, then Bull).
  • Finish on double bull (50) only.
  • One-number-per-turn rule for maximum repetition.
  • Set performance targets: e.g., ?complete D1?D20 in under 120 darts?.

How this links to darts betting (responsibly)

Around the Clock isn?t a standard televised format, but its mechanics help you assess skills that do matter in common betting markets: doubling under pressure, ability to tidy up awkward numbers, and consistency over repeated targets. If you see a novelty market or a club-streamed event using Around the Clock rules, you should be clear on the exact variation?because changing ?any segment counts? to ?doubles only? completely alters the likely winner.

Betting scenario 1: Understanding format impact (any segment vs doubles only)

Suppose a head-to-head market is offered on an Around the Clock leg.

  • Player A is accurate on singles but weaker on doubles.
  • Player B is a stronger finisher (higher doubles hit-rate), but slightly less consistent on singles.

If the rules are any segment counts and no Bull finish, Player A?s edge in simply ?getting a number hit? quickly often matters more. But if it?s Doubles Around the Clock (D1?D20), Player B?s edge becomes much more valuable.

As a numbers-based illustration:

  • In practice, Player A hits their required target within a visit about 70% of the time on singles rules, but only 35% on doubles-only.
  • Player B hits within a visit 65% on singles rules, but 50% on doubles-only.

So a price like 1/2 on Player A might look tempting under singles rules, but could be poor value if the match is actually doubles-only. Always confirm the finish condition and what counts as a hit.

Betting scenario 2: Race-to targets and ?Bull finish? volatility

Some markets use a ?race to complete? structure. Example: First to reach 10 (hit 1 through 10 in order) with a Bull finish after 10.

Imagine live scoring shows:

  • Player A reaches Bull first but has already missed Bull for 2 full visits (6 darts).
  • Player B is on 9 and has the throw.

If a live line offers Player B at 2/1, you should factor in the ?Bull bottleneck?: players often stall there. If Player B typically hits Bull (either 25 or 50) within 1?2 visits, a comeback is realistic. Equally, if the rules require double bull only, comebacks become even more common?meaning favourites can be more vulnerable to short-term swings. The takeaway is not to chase losses, but to recognise how the finishing rule changes volatility.

FAQs

Do doubles and trebles count in Around the Clock?
Yes in the standard version: any segment of the correct number counts (single, double, or treble). In ?Doubles Around the Clock? or ?Trebles Around the Clock?, only the specified ring counts.
Can you move on to the next number within the same turn?
Usually yes. Once you hit your current number, you can use your remaining darts to try for the next number(s). Some practice-focused variations limit you to one number per turn?agree this before starting.
Is Bull always included at the end?
No. Some games finish as soon as a player hits 20. Others require a Bull finish (either bull, single bull only, or double bull only). The Bull rule is the most important thing to clarify pre-match.
What happens if you hit the wrong number?
Nothing beneficial?your dart simply doesn?t count towards progression. You remain on your current target until you hit it according to the rules.
How do you score Around the Clock?
Many players don?t score points at all; they track the highest number reached or the first to finish. For training, a simple metric is ?darts taken to finish? (lower is better), or ?turns taken to finish?.
How many players can play Around the Clock?
As many as you like, taking turns. Two-player games are quickest and most competitive, while group games work well as practice?just be clear on order and finishing rules.
Is Around the Clock good practice for 501?
Yes. It builds accuracy across the whole board and, in doubles/trebles versions, it directly improves finishing and grouping. Adding a Bull finish is also useful for developing composure on a common pressure target.

The Final Throw

Around the Clock is simple on the surface, but the details matter: whether any segment counts, whether you can progress within a visit, and whether you finish on 20 or require Bull. Agree those rules first, then the game becomes a brilliant test of focus and a practical way to measure improvement?especially if you track darts thrown to completion over time.

If you?re using Around the Clock to inform your view of a player (or a novelty market built around similar mechanics), pay closest attention to the format. Singles-friendly rules reward steady accuracy; doubles-only rules reward clean technique under pressure; and Bull finishes increase late-game volatility where comebacks are more likely.

Keep betting decisions measured: use small stakes, set limits, and avoid chasing losses after short-term swings?especially in formats with a Bull finish where results can turn quickly. If gambling stops being fun or feels hard to control, take a break and seek support from recognised UK responsible gambling services.

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Events Covered

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Years of historic data

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Players

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Years of Experience

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